Separate Cooldowns!?

Random Idea #001

 

Let us use multiple active modules with there own separate cool downs! 

 

I want the freedom to equip my ship how I see fit. And my active modules are not letting me do that with them idiotic restrictions. 

 

Examples: 

 

Interceptors - If I want to equip 4 plasma Arcs, I can, and I will! Who is gonna stop me? OR if I want to have 4 stasis mods, its gonna be a real pain to anyone that crosses my path. 

 

Frigates - 4 pulsars! Yes, now I can truly be the OP frigate! 

 

Command - yes, Let me equip 4 emergency shield regen! I now can be OP for long periods of time. 

 

How to balance this monstrosity. 

 

For every additional module you equip, that is the same, you add +25 seconds per module CD. 

 

Thus its like this. Lets take the Pulsar module as an example. 1 pulsar is about 40 second cool down. If I add another I have to add 25 seconds to that, thus having 2 pulsars means that each one will now have CD of 65 seconds. But now, lets say I have 4 pulsars equipped. Well we have to add the base + 25 + 25 + 25 = 115 CD for each Pulsar. 

 

What this means, that sure, you can equip more of the same active module, on separate cool downs, but the CDs increase exponentially with each like module. Thus we can avoid potentially game breaking OP ships running 4 Orion Targeting Complexes or something. 

Interceptors - If I want to equip 4 plasma Arcs, I can, and I will! Who is gonna stop me? OR if I want to have 4 stasis mods, its gonna be a real pain to anyone that crosses my path. 

 

Frigates - 4 pulsars! Yes, now I can truly be the OP frigate! 

 

Command - yes, Let me equip 4 emergency shield regen! I now can be OP for long periods of time. 

Too OP, too OP, too OP.

 

ESPECIALLY considering R13 implant.

Too OP, too OP, too OP.

 

ESPECIALLY considering R13 implant.

 

True, but then you have to factor in the +25 Second rule per module…

 

I doubt 4 plasma arcs are even usable in the first place. 

True, but then you have to factor in the +25 Second rule per module…

 

I doubt 4 plasma arcs are even usable in the first place. 

You can still use all 4. Whether it’s a dumb idea or not, you can still use all 4 in a row to kill whatever falls in front of you. That’s the OP part, 4 in a row of anything.

 

The current system is perfect. DON’T CHANGE WHAT AIN’T BROKEN!!

4 Pulsars = 10 secondes before your guard explode xD

 

But what if 4 Emergency shield booster? xD

True, but then you have to factor in the +25 Second rule per module…

 

I doubt 4 plasma arcs are even usable in the first place. 

 

Burst damage.

Gotta admit, this idea is like a super “arcade mode or something” 

you could do double pulsar tapping both pulsars at the same time before 0.7 as i remember (with a slight finger difference, to cause a very slight delay, so you are not bound by the restrictions of how many key codes get transmitted by the keyboard)

 

fitting additional modules of the same type could do some modifications (like +20/22/28% energy usage, +20/25/30% cooldown, +10/6/4% effect stacked to the activated module by additional ones, making 4 modules +20% more effective, but costing +70% energy and +75% cooldown, numbers are fictional. So you could boost one spell to higher levels, but still are confined to using only one at a time.

In general this idea is nice, but it would cause a lot of balance issues.

In general this idea is nice

No. Bad Error. Bad.

Hmm. It would make far more sense to just add new modules to the game and give people more variety. I tend to prefer video games where I can’t anticipate my opponents stratagems prior to them actually doing anything, anyway.

Passive modules like hull you can have multiple of the same why not in Active modules. Sure CovertOps with 4 Plasma Arc is a real killing machine but you also sacrifice other modules you could put on there and you also still need energy. It doesn’t make the CovertOps harder to kill. Maybe you could limit it to 2 modules of the same instead of allowing 4 of them.

Am I the only one who can find something worst than a guard with 4 pulsars?

 

Aka Lighbringer with 3 Target Tracking Coprocessor and double AIM overcharge.

Aka Wakizashi AE with 3 Ion Diffuser.

Aka Jarl with 3 Parasitic Remodulator.

Aka Wakizashi R / Falcon-M with 2-3 Orion targeting system.

Aka Inquisitor S with 2 Emergency Shield booster.

Aka Aura with 2 Valkyrie System.

 

And the best one “aka” the Lion mk2 with 2-3 Sentry Drone (Okay that was a troll xD) 

Am I the only one who can find something worst than a guard with 4 pulsars?

 

Aka Lighbringer with 3 Target Tracking Coprocessor and double AIM overcharge.

Aka Wakizashi AE with 3 Ion Diffuser.

Aka Jarl with 3 Parasitic Remodulator.

Aka Wakizashi R / Falcon-M with 2-3 Orion targeting system.

Aka Inquisitor S with 2 Emergency Shield booster.

Aka Aura with 2 Valkyrie System.

 

And the best one “aka” the Lion mk2 with 2-3 Sentry Drone (Okay that was a troll xD) 

 

Imagine that, now multiply and turn into a deathsquad. Horrible just to think about it. Or a styx with 4 nanodrone cloud purple. Invincible!

4 target painters…:

Imagine that, now multiply and turn into a deathsquad. Horrible just to think about it. Or a styx with 4 nanodrone cloud purple. Invincible!

Yeah…he did forget the always active modules…  :lol:

Yeah…he did forget the always active modules…  :lol:

 

I don’t forget them.

 

This kind of modules never stacked. So 4 Nanodrone will be useless

Lets just implement under the pretense to “test” it! 

Lets just implement under the pretense to “test” it! 

 

I don’t need to test it to know that a new shitstorm will appear on the forum.

And Devs already have other things to balance.

I don’t need to test it to know that a new shitstorm will appear on the forum.

And Devs already have other things to balance.

 

Lol, so true.